bos_underground_construction_decisions = {
	bos_underground_expansion_decision = {
		icon = GFX_decision_blueprint_2
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 800
				check_variable = {
					var = BOS_underground_construction_slots
					value = 1
					compare = less_than
				}
			}
			modifier = {
				add = 545 ##just less than MIL and CIC
				check_variable = {
					var = BOS_underground_construction_slots
					value = 3
					compare = less_than
				}
			}
			modifier = {
				factor = 0
				AND = {
					set_temp_variable = {
						BOS_available_space_to_check_num = 1
					}
					BOS_has_x_available_space = no
					check_variable = {
						var = BOS_how_close_to_bottom
						value = 10
						compare = greater_than_or_equals
					}
				}

			}
		}
		available = {
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -100
		}
		remove_effect = {
			set_temp_variable = {
				BOS_underground_construction_slots_to_add = 1
			}
			bos_add_underground_construction_slots = yes
			random_list = {
				80 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 90
				}
				5 = {
					add_manpower = 80
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 40
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_expansion_decision_2 = {
		icon = GFX_decision_blueprint_2
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
			has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 800
				check_variable = {
					var = BOS_underground_construction_slots
					value = 1
					compare = less_than
				}
			}
			modifier = {
				add = 545 ##just less than MIL and CIC
				check_variable = {
					var = BOS_underground_construction_slots
					value = 3
					compare = less_than
				}
			}
			modifier = {
				factor = 0
				AND = {
					set_temp_variable = {
						BOS_available_space_to_check_num = 1
					}
					BOS_has_x_available_space = no
					check_variable = {
						var = BOS_how_close_to_bottom
						value = 10
						compare = greater_than_or_equals
					}
				}

			}
		}
		available = {
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -100
		}
		remove_effect = {
			set_temp_variable = {
				BOS_underground_construction_slots_to_add = 1
			}
			bos_add_underground_construction_slots = yes
			random_list = {
				80 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 90
				}
				5 = {
					add_manpower = 80
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 40
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_expansion_decision_speed_up = {
		icon = GFX_decision_blueprint_2
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 20
			modifier = { ##only bother if AI isn't keeping up - it shouldn't need to do this so much.
				add = 800
				check_variable = {
					var = BOS_underground_construction_slots
					value = 1
					compare = less_than
				}
			}
			modifier = {
				factor = 0
				AND = {
					set_temp_variable = {
						BOS_available_space_to_check_num = 1
					}
					BOS_has_x_available_space = no
					check_variable = {
						var = BOS_how_close_to_bottom
						value = 10
						compare = greater_than_or_equals
					}
				}

			}
		}
		available = {
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
			bos_has_scribe_teams = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -100
			add_to_variable = {
				var = bos_scribes_ready
				value = -1
				tooltip = scribe_math_tooltip
			}
		}
		remove_effect = {
			bos_improve_bunker_construction = yes
			add_to_variable = {
				var = bos_scribes_ready
				value = +1
				tooltip = scribe_math_tooltip
			}

			random_list = {
				80 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 90
				}
				5 = {
					add_manpower = 80
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 40
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_civilian_workshop_decision = {
		icon = GFX_decision_minning_helmet
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 550			# Higher prio for civs and arms then resource buildings
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				industrial_complex > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = industrial_complex
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_to_variable = {
				BOS_off_map_civs = 1
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_civilian_workshop_decision_2 = {
		icon = GFX_decision_minning_helmet
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
				has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 550			# Higher prio for civs and arms then resource buildings
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				industrial_complex > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = industrial_complex
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_to_variable = {
				BOS_off_map_civs = 1
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_military_workshop_decision = {
		icon = GFX_decision_deagle
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 550			#Higher prio for civs and arms then resource buildings
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				arms_factory > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = arms_factory
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_military_workshop_decision_2 = {
		icon = GFX_decision_deagle
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
				has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 550			#Higher prio for civs and arms then resource buildings
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				arms_factory > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = arms_factory
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_power_generator_decision = {
		icon = GFX_decision_battery
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 500
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				electricity_generator > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = electricity_generator
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = electricity_generator
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_power_generator_decision_2 = {
		icon = GFX_decision_battery
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
				has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 500
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				electricity_generator > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = electricity_generator
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = electricity_generator
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_metal_generator_decision = {
		icon = GFX_decision_gold
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 500
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				metal_generator > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = metal_generator
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = metal_generator
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_metal_generator_decision_2 = {
		icon = GFX_decision_gold
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
				has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 500
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				metal_generator > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = metal_generator
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = metal_generator
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_water_generator_decision = {
		icon = GFX_decision_water_pump
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 500
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				water_generator > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = water_generator
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = water_generator
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_water_generator_decision_2 = {
		icon = GFX_decision_water_pump
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
				has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 500
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				water_generator > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = water_generator
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = water_generator
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_circuitry_generator_decision = {
		icon = GFX_decision_chip_blue
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 500
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				circuitry_generator > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = circuitry_generator
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = circuitry_generator
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_circuitry_generator_decision_2 = {
		icon = GFX_decision_chip_blue
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
				has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 500
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 1
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			157 = {
				circuitry_generator > 0
			}
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			157 = {
				remove_building = {
					type = circuitry_generator
					level = 1
				}
			}
			set_temp_variable = {
				BOS_available_space_to_change = 1
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		remove_effect = {
			add_offsite_building = {
				type = circuitry_generator
				level = 1
			}
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_condense_civilian_workshop_decision = {
		icon = GFX_decision_hard_hat
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 500
		}
		available = { ##LHE: Changed from 5 to 4 civs.
			has_manpower > 499
			BOS_has_x_available_administration_capacity = yes
			custom_trigger_tooltip = {
				tooltip = has_four_offmap_civs
				check_variable = {
					BOS_off_map_civs > 3
				}
			}
			#Hide the tooltip if its not relevant
			if = {
				limit = {
					NOT = {
						num_of_civilian_factories > 4
					}
				}
				num_of_civilian_factories > 4
			}
			set_temp_variable = {
				BOS_temp_building_to_test = BOS_condensed_civilian_workshop
			}
			set_temp_variable = {
				BOS_temp_building_to_test_max = BOS_maximum_condensed_workshops_allowed
			}
			bos_has_not_reached_building_cap = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			add_offsite_building = {
				type = industrial_complex
				level = -4
			}
			add_to_variable = {
				BOS_off_map_civs = -4
			}
			set_temp_variable = {
				BOS_available_space_to_change = -4
			}
			bos_change_available_space = yes
		}
		remove_effect = {
			bos_create_condensed_civilian_workshop = yes
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_condense_civilian_workshop_decision_2 = {
		icon = GFX_decision_hard_hat
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
			has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 500
		}
		available = { ##LHE: Changed from 5 to 4 civs.
			has_manpower > 499
			BOS_has_x_available_administration_capacity = yes
			custom_trigger_tooltip = {
				tooltip = has_four_offmap_civs
				check_variable = {
					BOS_off_map_civs > 3
				}
			}
			#Hide the tooltip if its not relevant
			if = {
				limit = {
					NOT = {
						num_of_civilian_factories > 4
					}
				}
				num_of_civilian_factories > 4
			}
			set_temp_variable = {
				BOS_temp_building_to_test = BOS_condensed_civilian_workshop
			}
			set_temp_variable = {
				BOS_temp_building_to_test_max = BOS_maximum_condensed_workshops_allowed
			}
			bos_has_not_reached_building_cap = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			add_manpower = -500
			add_offsite_building = {
				type = industrial_complex
				level = -4
			}
			add_to_variable = {
				BOS_off_map_civs = -4
			}
			set_temp_variable = {
				BOS_available_space_to_change = -4
			}
			bos_change_available_space = yes
		}
		remove_effect = {
			bos_create_condensed_civilian_workshop = yes
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_laboratory_decision = {
		icon = GFX_decision_tool
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		ai_will_do = {
			base = 400
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 2
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			set_temp_variable = {
				BOS_temp_building_to_test = BOS_underground_building_lab
			}
			set_temp_variable = {
				BOS_temp_building_to_test_max = BOS_maximum_labs_allowed
			}
			bos_has_not_reached_building_cap = yes
		}
		complete_effect = {
			add_manpower = -500
			set_temp_variable = {
				BOS_available_space_to_change = 2
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		remove_effect = {
			bos_create_laboratories = yes
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_paladin_training_decision = {
		icon = GFX_decision_knife_2
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		ai_will_do = {
			base = 400
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 2
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			set_temp_variable = {
				BOS_temp_building_to_test = BOS_underground_building_training
			}
			set_temp_variable = {
				BOS_temp_building_to_test_max = BOS_maximum_training_facilities_allowed
			}
			bos_has_not_reached_building_cap = yes
		}
		complete_effect = {
			add_manpower = -500
			set_temp_variable = {
				BOS_available_space_to_change = 2
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		remove_effect = {
			bos_create_training_facilities = yes
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_safety_department_decision = {
		icon = GFX_decision_med_bag
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		ai_will_do = {
			base = 900			#Highest, this is always top priority
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 10
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			set_temp_variable = {
				BOS_temp_building_to_test = BOS_underground_building_safety_department
			}
			set_temp_variable = {
				BOS_temp_building_to_test_max = BOS_maximum_safety_departments_allowed
			}
			bos_has_not_reached_building_cap = yes
		}
		complete_effect = {
			add_manpower = -500
			set_temp_variable = {
				BOS_available_space_to_change = 10
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		remove_effect = {
			bos_create_safety_department = yes
			add_manpower = 500
		}
	}
	bos_underground_build_administration_centers_decision = {
		icon = GFX_decision_book
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		ai_will_do = {
			base = 600
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 10
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			set_temp_variable = {
				BOS_temp_building_to_test = BOS.BOS_underground_building_administration_centers
			}
			set_temp_variable = {
				BOS_temp_building_to_test_max = BOS_maximum_admin_centers_allowed
			}
			bos_has_not_reached_building_cap = yes
		}
		complete_effect = {
			add_manpower = -500
			set_temp_variable = {
				BOS_available_space_to_change = 10
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		remove_effect = {
			bos_create_administration_center = yes
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_expeditionary_department_decision = {
		icon = GFX_decision_jeep
		fire_only_once = no
		days_remove = 60
		cost = 10
		# days_re_enable = 5
		visible = {
			NOT = {
				has_country_flag = bos_faster_underground_construction
			}
		}
		ai_will_do = {
			base = 400
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 2
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			set_temp_variable = {
				BOS_temp_building_to_test = BOS.BOS_expeditionary_departments
			}
			set_temp_variable = {
				BOS_temp_building_to_test_max = BOS.BOS_maximum_expeditionary_departments_allowed
			}
			bos_has_not_reached_building_cap = yes
		}
		complete_effect = {
			add_manpower = -500
			set_temp_variable = {
				BOS_available_space_to_change = 2
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		remove_effect = {
			bos_create_expeditionary_department = yes
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_expeditionary_department_decision_2 = {
		icon = GFX_decision_jeep
		fire_only_once = no
		days_remove = 40
		cost = 10
		# days_re_enable = 5
		visible = {
			has_country_flag = bos_faster_underground_construction
		}
		ai_will_do = {
			base = 400
		}
		available = {
			has_manpower > 499
			set_temp_variable = {
				BOS_need_construction_slots_num = 1
			}
			BOS_has_x_available_construction_slots = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 2
			}
			BOS_has_x_available_space = yes
			BOS_has_x_available_administration_capacity = yes
			set_temp_variable = {
				BOS_temp_building_to_test = BOS.BOS_expeditionary_departments
			}
			set_temp_variable = {
				BOS_temp_building_to_test_max = BOS.BOS_maximum_expeditionary_departments_allowed
			}
			bos_has_not_reached_building_cap = yes
		}
		complete_effect = {
			add_manpower = -500
			set_temp_variable = {
				BOS_available_space_to_change = 2
			}
			bos_change_available_space = yes
			bos_minus_one_construction_slots_simple = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		remove_effect = {
			bos_create_expeditionary_department = yes
			random_list = {
				50 = {
					add_manpower = 500
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 450
				}
				15 = {
					add_manpower = 400
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 300
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_construction_boost_decision = {
		icon = GFX_decision_wrench
		fire_only_once = no
		days_remove = 120
		custom_cost_trigger = {
			command_power > 24
		}
		custom_cost_text = command_power_more_than_25
		# days_re_enable = 5
		ai_will_do = {
			base = 200
		}
		available = {
			has_completed_focus = bos_nf_engineers_of_peace
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
			production_speed_buildings_factor = 0.1
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
			add_manpower = -100
		}
		remove_effect = {
			random_list = {
				90 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 95
				}
			}
		}
	}
	bos_underground_production_boost_decision = {
		icon = GFX_decision_hammer
		fire_only_once = no
		days_remove = 120
		custom_cost_trigger = {
			command_power > 24
		}
		custom_cost_text = command_power_more_than_25
		# days_re_enable = 5
		ai_will_do = {
			base = 200
		}
		available = {
			has_completed_focus = bos_nf_engineers_of_war
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
			industrial_capacity_factory = 0.1
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
			add_manpower = -100
		}
		remove_effect = {
			random_list = {
				90 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 95
				}
			}
		}
	}
	bos_underground_research_boost_decision = {
		icon = GFX_decision_category_research
		fire_only_once = no
		days_remove = 120
		custom_cost_trigger = {
			command_power > 24
		}
		custom_cost_text = command_power_more_than_25
		# days_re_enable = 5
		ai_will_do = {
			base = 200
		}
		available = {
			has_completed_focus = bos_nf_keepers_of_knowledge
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
			add_manpower = -100
		}
		modifier = {
			bos_administration_capacity_usage = 1
			research_speed_factor = 0.1
		}
		remove_effect = {
			random_list = {
				90 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 95
				}
			}
		}
	}
	bos_underground_pp_boost_decision = {
		icon = GFX_decision_intercom
		fire_only_once = no
		days_remove = 120
		custom_cost_trigger = {
			command_power > 24
		}
		custom_cost_text = command_power_more_than_25
		# days_re_enable = 5
		ai_will_do = {
			base = 200
		}
		available = {
			has_completed_focus = bos_nf_bringers_of_progress
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
			add_manpower = -100
		}
		modifier = {
			bos_administration_capacity_usage = 1
			political_power_factor = 0.1
		}
		remove_effect = {
			random_list = {
				90 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 95
				}
			}
		}
	}
	bos_underground_infantry_boost_decision = {
		icon = GFX_decision_armor
		fire_only_once = yes
		days_remove = 120
		custom_cost_trigger = {
			has_army_experience > 9
		}
		custom_cost_text = army_xp_more_than_10
		# days_re_enable = 5
		ai_will_do = {
			base = 800			#One time
		}
		available = {
			has_completed_focus = bos_nf_filled_with_purpose
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			hidden_effect = {
				army_experience = -10
			}
			add_manpower = -100
		}
		remove_effect = {
			add_tech_bonus = {
				name = bos_underground_infantry_boost_decision
				bonus = 1
				uses = 1
				ahead_reduction = 4
				category = infantry_tech_category
			}
			random_list = {
				80 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 95
				}
				10 = {
					add_manpower = 70
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_power_armour_boost_decision = {
		icon = GFX_decision_t51_vb_armor
		fire_only_once = yes
		days_remove = 120
		custom_cost_trigger = {
			has_army_experience > 9
		}
		custom_cost_text = army_xp_more_than_10
		# days_re_enable = 5
		ai_will_do = {
			base = 800			#One time
		}
		available = {
			has_completed_focus = bos_nf_memories_of_heroes
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
		}
		complete_effect = {
			hidden_effect = {
				army_experience = -10
			}
			add_manpower = -100
		}
		remove_effect = {
			add_tech_bonus = {
				name = bos_underground_power_armour_boost_decision
				bonus = 1
				uses = 1
				ahead_reduction = 4
				category = power_armor_tech_category
			}
			random_list = {
				80 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 95
				}
				10 = {
					add_manpower = 70
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_build_simulators_decision = {
		icon = GFX_decision_terminal
		fire_only_once = yes
		days_remove = 180		# Needs to be changed to 180
		custom_cost_trigger = {
			has_army_experience > 24
		}
		custom_cost_text = army_xp_more_than_25
		cost = 30
		# days_re_enable = 5
		ai_will_do = {
			base = 550
		}
		available = {
			has_completed_focus = bos_nf_new_developments
			has_manpower > 99
			BOS_has_x_available_administration_capacity = yes
			set_temp_variable = {
				BOS_available_space_to_check_num = 10
			}
			BOS_has_x_available_space = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
			experience_gain_army_factor = -0.5
		}
		complete_effect = {
			hidden_effect = {
				army_experience = -25
			}
			set_temp_variable = {
				BOS_available_space_to_change = 10
			}
			bos_change_available_space = yes
			add_manpower = -100
		}
		remove_effect = {
			unlock_decision_category_tooltip = tbh_simulator_decisions
			set_country_flag = simulator_decisions_enabled
			random_list = {
				80 = {
					add_manpower = 100
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				10 = {
					add_manpower = 95
				}
				10 = {
					add_manpower = 70
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
	bos_underground_dig_deeper_decision = {
		icon = GFX_decision_welding
		#fire_only_once = yes
		days_remove = 240
		#custom_cost_text = army_xp_more_than_100
		cost = 200
		# days_re_enable = 5
		ai_will_do = {
			base = 0
			modifier = {
				add = 800
				set_temp_variable = {
					BOS_available_space_to_check_num = 20
				}
				NOT = {
					BOS_has_x_available_space = yes
				}
			}
		}
		available = {
			has_completed_focus = bos_nf_room_to_grow
			custom_trigger_tooltip = {
				tooltip = bos_underground_dig_deeper_decision_has_not_reached_the_bottom
				NOT = {
					check_variable = {
						var = BOS_how_close_to_bottom
						value = 10
						compare = greater_than_or_equals
					}
				}
			}
			has_manpower > 999
			BOS_has_x_available_administration_capacity = yes
		}
		modifier = {
			bos_administration_capacity_usage = 1
			political_power_factor = -0.5
		}
		complete_effect = {
			add_manpower = -1000
		}
		remove_effect = {
			add_to_variable = {
				BOS_how_close_to_bottom = 1
			}
			set_temp_variable = {
				BOS_maximum_space_to_change = 30
			}
			bos_change_maximum_space = yes
			set_temp_variable = {
				BOS_underground_construction_slots_to_add = 2
			}
			bos_add_underground_construction_slots = yes
			random_list = {
				10 = {
					add_manpower = 1000
					modifier = {
						factor = 2
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 900
					modifier = {
						factor = 1.5
						BOS_has_safety_department = yes
					}
				}
				30 = {
					add_manpower = 500
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				25 = {
					add_manpower = 200
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
				5 = {
					add_manpower = 5
					modifier = {
						factor = 0.5
						BOS_has_safety_department = yes
					}
				}
			}
		}
	}
}

bos_paladin_soldiers_decisions = {
	bos_spawn_paladins = {
		fire_only_once = no
		days_remove = 5
		# days_re_enable = 5
		ai_will_do = {
			factor = 0
		}
		visible = {
			always = no
		}
		available = {
			always = no ##I've defined the same decision under SLH_decisions.
		}
		complete_effect = {
			add_manpower = -200
		}
		modifier = {
		}
		remove_effect = {
			add_to_variable = {
				var = BOS_paladins_ready
				value = -1
			}
			add_to_variable = {
				var = BOS_paladins_deployed
				value = 1
			}
			if = {
				limit = {
					NOT = {
						has_template_containing_unit = Paladin_unit
					}
				}
				division_template = {
					name = "Brotherhood Paladins"					#CW Tools - False positive? Wiki says that "name" is correct here and not "division name"
					is_locked = yes
					division_names_group = BOS_INF_03
					priority = 2
					template_counter = 0
					regiments = {
						Paladin_unit = {
							x = 0
							y = 0
						}
						Paladin_unit = {
							x = 0
							y = 1
						}
						Paladin_unit = {
							x = 1
							y = 0
						}
						Paladin_unit = {
							x = 1
							y = 1
						}
						Paladin_demo_unit = {
							x = 2
							y = 0
						}
						Paladin_fireteam_unit = {
							x = 2
							y = 1
						}
						Paladin_demo_unit = {
							x = 0
							y = 2
						}
						Paladin_fireteam_unit = {
							x = 1
							y = 2
						}
					}
					support = {
						knight_support_unit = {
							x = 0
							y = 0
						}
						knight_support_unit = {
							x = 1
							y = 0
						}
						scribe_support_unit = {
							x = 2
							y = 0
						}
						scribe_support_unit = {
							x = 3
							y = 0
						}
					}
				}

			}
			random_owned_controlled_state = {
				create_unit = {
					#CW Tools - False positive? "name = \"Infantry Division\" is the correct format given by the wiki.
					division = "name = \"Paladin\" division_template = \"Brotherhood Paladins\" start_experience_factor = 0.75 start_equipment_factor = 0"
					owner = BOS
				}
			}
		}
	}
	bos_recall_paladins = {
		fire_only_once = no
		days_remove = 5
		# days_re_enable = 5
		allowed = {
			always = no
		}
		available = {
			has_template_containing_unit = Paladin_unit
			has_war = no
			always = no
		}
		visible = {
			has_template_containing_unit = Paladin_unit
		}
		complete_effect = {
		}
		modifier = {
		}
		remove_effect = {
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] bos_underground_build_civilian_workshop_decision (decision) remove entered"
			}
			set_temp_variable = {
				tempready = num_battalions_with_type@paladin_unit
			}
			divide_temp_variable = {
				tempready = 4
			}
			add_to_variable = {
				var = BOS_paladins_ready
				value = tempready
			}
			delete_unit_template_and_units = {
				division_template = "Brotherhood Paladins"
				disband = no				#will not refund equipment and manpower
			}
			set_temp_variable = {
				tempdeplo = BOS_paladins_deployed
			}
			set_temp_variable = {
				tempactual = num_battalions_with_type@Paladin_unit
			}
			divide_temp_variable = {
				tempactual = 4
			}
			subtract_from_temp_variable = {
				tempdelpo = tempactual
			}
			add_to_variable = {
				var = BOS_paladins_casulties
				value = tempdelpo
			}
			set_variable = {
				var = BOS_paladins_deployed
				value = 0
			}
			if = {
				limit = {
					has_global_flag = debug_logs
				}
				log = "[GetDateText]: [Root.GetName] bos_underground_build_civilian_workshop_decision (decision) remove exited"
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}

bos_lost_hills_politics = {
	BOS_boost_elites = {
		icon = generic_research
		allowed = {
			tag = BOS
		}
		available = {
			has_country_flag = bos_elites_allowed
		}
		visible = {
			has_country_flag = bos_elites_allowed
		}
		cost = 10
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_double_boost_decisions
					}
				}
				random_list = {
					34 = {
						add_popularity = {
							ideology = elites
							popularity = 0.01
						}
					}
					33 = {
						add_popularity = {
							ideology = elites
							popularity = 0.02
						}
					}
					33 = {
						add_popularity = {
							ideology = elites
							popularity = 0.03
						}
					}
				}
			}
			else = {
				random_list = {
					34 = {
						add_popularity = {
							ideology = elites
							popularity = 0.02
						}
					}
					33 = {
						add_popularity = {
							ideology = elites
							popularity = 0.04
						}
					}
					33 = {
						add_popularity = {
							ideology = elites
							popularity = 0.06
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_boost_ruler = {
		icon = generic_research
		allowed = {
			tag = BOS
		}
		available = {
			has_country_flag = bos_ruler_allowed
		}
		visible = {
			has_country_flag = bos_ruler_allowed
		}
		cost = 10
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_double_boost_decisions
					}
				}
				random_list = {
					34 = {
						add_popularity = {
							ideology = ruler
							popularity = 0.01
						}
					}
					33 = {
						add_popularity = {
							ideology = ruler
							popularity = 0.02
						}
					}
					33 = {
						add_popularity = {
							ideology = ruler
							popularity = 0.03
						}
					}
				}
			}
			else = {
				random_list = {
					34 = {
						add_popularity = {
							ideology = ruler
							popularity = 0.02
						}
					}
					33 = {
						add_popularity = {
							ideology = ruler
							popularity = 0.04
						}
					}
					33 = {
						add_popularity = {
							ideology = ruler
							popularity = 0.06
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_boost_intellectuals = {
		icon = generic_research
		allowed = {
			tag = BOS
		}
		available = {
			has_country_flag = bos_intellectuals_allowed
		}
		visible = {
			has_country_flag = bos_intellectuals_allowed
		}
		cost = 10
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_double_boost_decisions
					}
				}
				random_list = {
					34 = {
						add_popularity = {
							ideology = intellectuals
							popularity = 0.01
						}
					}
					33 = {
						add_popularity = {
							ideology = intellectuals
							popularity = 0.02
						}
					}
					33 = {
						add_popularity = {
							ideology = intellectuals
							popularity = 0.03
						}
					}
				}
			}
			else = {
				random_list = {
					34 = {
						add_popularity = {
							ideology = intellectuals
							popularity = 0.02
						}
					}
					33 = {
						add_popularity = {
							ideology = intellectuals
							popularity = 0.04
						}
					}
					33 = {
						add_popularity = {
							ideology = intellectuals
							popularity = 0.06
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_boost_people = {
		icon = generic_research
		allowed = {
			tag = BOS
		}
		available = {
			has_country_flag = bos_people_allowed
		}
		visible = {
			has_country_flag = bos_people_allowed
		}
		cost = 10
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_double_boost_decisions
					}
				}
				random_list = {
					34 = {
						add_popularity = {
							ideology = people
							popularity = 0.01
						}
					}
					33 = {
						add_popularity = {
							ideology = people
							popularity = 0.02
						}
					}
					33 = {
						add_popularity = {
							ideology = people
							popularity = 0.03
						}
					}
				}
			}
			else = {
				random_list = {
					34 = {
						add_popularity = {
							ideology = people
							popularity = 0.02
						}
					}
					33 = {
						add_popularity = {
							ideology = people
							popularity = 0.04
						}
					}
					33 = {
						add_popularity = {
							ideology = people
							popularity = 0.06
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_support_elites = {
		icon = GFX_decision_enc_propaganda
		allowed = {
			tag = BOS
		}
		available = {
			has_country_flag = bos_elites_allowed
		}
		visible = {
			has_country_flag = bos_elites_allowed
		}
		cost = 50
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_double_drift_decisions
					}
				}
				random_list = {
					34 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.1
						}
						bos_boost_elites_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.2
						}
						bos_boost_elites_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.3
						}
						bos_boost_elites_drift = yes
					}
				}
			}
			else = {
				random_list = {
					34 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.2
						}
						bos_boost_elites_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.4
						}
						bos_boost_elites_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.6
						}
						bos_boost_elites_drift = yes
					}
				}
			}
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_support_ruler = {
		icon = GFX_decision_enc_propaganda
		allowed = {
			tag = BOS
		}
		available = {
			has_country_flag = bos_ruler_allowed
		}
		visible = {
			has_country_flag = bos_ruler_allowed
		}
		cost = 50
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_double_drift_decisions
					}
				}
				random_list = {
					34 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.1
						}
						bos_boost_ruler_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.2
						}
						bos_boost_ruler_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.3
						}
						bos_boost_ruler_drift = yes
					}
				}
			}
			else = {
				random_list = {
					34 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.2
						}
						bos_boost_ruler_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.4
						}
						bos_boost_ruler_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.6
						}
						bos_boost_ruler_drift = yes
					}
				}
			}
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_support_intellectuals = {
		icon = GFX_decision_enc_propaganda
		allowed = {
			tag = BOS
		}
		available = {
			has_country_flag = bos_intellectuals_allowed
		}
		visible = {
			has_country_flag = bos_intellectuals_allowed
		}
		cost = 50
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_double_drift_decisions
					}
				}
				random_list = {
					34 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.1
						}
						bos_boost_intellectuals_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.2
						}
						bos_boost_intellectuals_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.3
						}
						bos_boost_intellectuals_drift = yes
					}
				}
			}
			else = {
				random_list = {
					34 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.2
						}
						bos_boost_intellectuals_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.4
						}
						bos_boost_intellectuals_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.6
						}
						bos_boost_intellectuals_drift = yes
					}
				}
			}
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_support_people = {
		icon = GFX_decision_enc_propaganda
		allowed = {
			tag = BOS
		}
		available = {
			has_country_flag = bos_people_allowed
		}
		visible = {
			has_country_flag = bos_people_allowed
		}
		cost = 50
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = bos_double_drift_decisions
					}
				}
				random_list = {
					34 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.1
						}
						bos_boost_people_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.2
						}
						bos_boost_people_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.3
						}
						bos_boost_people_drift = yes
					}
				}
			}
			else = {
				random_list = {
					34 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.2
						}
						bos_boost_people_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.4
						}
						bos_boost_people_drift = yes
					}
					33 = {
						set_temp_variable = {
							temp_BOS_drift_add = 0.6
						}
						bos_boost_people_drift = yes
					}
				}
			}
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_ban_elites = {
		icon = GFX_decision_plasma
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_political_bloc_management
			has_country_flag = bos_elites_allowed
			NOT = {
				has_government = elites
			}
			elites < 0.05
		}
		visible = {
			has_country_flag = bos_elites_allowed
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			set_temp_variable = {
				temp_BOS_drift_add = 0
			}
			set_political_party = {
				ideology = elites
				popularity = 0
			}
			custom_effect_tooltip = bos_remove_codex_law
			custom_effect_tooltip = bos_elites_allowed
			bos_set_elites_drift = yes
			clr_country_flag = bos_elites_allowed
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_ban_ruler = {
		icon = GFX_decision_plasma
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_political_bloc_management
			has_country_flag = bos_ruler_allowed
			NOT = {
				has_government = ruler
			}
			ruler < 0.05
		}
		visible = {
			has_country_flag = bos_ruler_allowed
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			set_temp_variable = {
				temp_BOS_drift_add = 0
			}
			set_political_party = {
				ideology = ruler
				popularity = 0
			}
			custom_effect_tooltip = bos_remove_codex_law
			custom_effect_tooltip = bos_ruler_allowed
			bos_set_ruler_drift = yes
			clr_country_flag = bos_ruler_allowed
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_ban_intellectuals = {
		icon = GFX_decision_plasma
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_political_bloc_management
			has_country_flag = bos_intellectuals_allowed
			NOT = {
				has_government = intellectuals
			}
			intellectuals < 0.05
		}
		visible = {
			has_country_flag = bos_intellectuals_allowed
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			set_temp_variable = {
				temp_BOS_drift_add = 0
			}
			set_political_party = {
				ideology = intellectuals
				popularity = 0
			}
			custom_effect_tooltip = bos_remove_codex_law
			custom_effect_tooltip = bos_intellectuals_allowed
			bos_set_intellectuals_drift = yes
			clr_country_flag = bos_intellectuals_allowed
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_ban_people = {
		icon = GFX_decision_plasma
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_political_bloc_management
			has_country_flag = bos_people_allowed
			NOT = {
				has_government = people
			}
			people < 0.05
		}
		visible = {
			has_country_flag = bos_people_allowed
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			set_temp_variable = {
				temp_BOS_drift_add = 0
			}
			set_political_party = {
				ideology = people
				popularity = 0
			}
			custom_effect_tooltip = bos_remove_codex_law
			custom_effect_tooltip = bos_people_allowed
			bos_set_people_drift = yes
			clr_country_flag = bos_people_allowed
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_allow_elites = {
		icon = GFX_decision_plasma
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_freeing_up_the_council_table
			NOT = {
				has_country_flag = bos_elites_allowed
			}
		}
		visible = {
			NOT = {
				has_country_flag = bos_elites_allowed
			}
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			set_temp_variable = {
				temp_BOS_drift_add = 0.2
			}
			set_political_party = {
				ideology = elites
				popularity = 0.1
			}
			bos_set_elites_drift = yes
			custom_effect_tooltip = bos_set_codex_law
			custom_effect_tooltip = bos_elites_allowed
			set_country_flag = bos_elites_allowed
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_allow_ruler = {
		icon = GFX_decision_plasma
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_freeing_up_the_council_table
			NOT = {
				has_country_flag = bos_ruler_allowed
			}
		}
		visible = {
			NOT = {
				has_country_flag = bos_ruler_allowed
			}
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			set_temp_variable = {
				temp_BOS_drift_add = 0.2
			}
			set_political_party = {
				ideology = ruler
				popularity = 0.1
			}
			bos_set_ruler_drift = yes
			custom_effect_tooltip = bos_set_codex_law
			custom_effect_tooltip = bos_ruler_allowed
			set_country_flag = bos_ruler_allowed
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_allow_intellectuals = {
		icon = GFX_decision_plasma
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_freeing_up_the_council_table
			NOT = {
				has_country_flag = bos_intellectuals_allowed
			}
		}
		visible = {
			NOT = {
				has_country_flag = bos_intellectuals_allowed
			}
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			set_temp_variable = {
				temp_BOS_drift_add = 0.2
			}
			set_political_party = {
				ideology = intellectuals
				popularity = 0.1
			}
			bos_set_intellectuals_drift = yes
			custom_effect_tooltip = bos_set_codex_law
			custom_effect_tooltip = bos_intellectuals_allowed
			set_country_flag = bos_intellectuals_allowed
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_allow_people = {
		icon = GFX_decision_plasma
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_freeing_up_the_council_table
			NOT = {
				has_country_flag = bos_people_allowed
			}
		}
		visible = {
			NOT = {
				has_country_flag = bos_people_allowed
			}
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 30
		remove_effect = {
			set_temp_variable = {
				temp_BOS_drift_add = 0.2
			}
			set_political_party = {
				ideology = people
				popularity = 0.1
			}
			bos_set_people_drift = yes
			custom_effect_tooltip = bos_set_codex_law
			custom_effect_tooltip = bos_people_allowed
			set_country_flag = bos_people_allowed
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_emergency_promotion = {
		icon = GFX_decision_terminal
		allowed = {
			tag = BOS
		}
		available = {
			has_elections = yes
			has_completed_focus = bos_nf_election_on_demand
		}
		cost = 200
		fixed_random_seed = no
		days_remove = 7
		remove_effect = {
			hold_election = BOS
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_adjust_high_elder_duration = {
		icon = GFX_decision_terminal
		allowed = {
			tag = BOS
		}
		available = {
			has_elections = yes
			has_completed_focus = bos_nf_head_elder_duty_duration
		}
		cost = 100
		fixed_random_seed = no
		days_remove = 7
		remove_effect = {
			country_event = nf_brotherhood_council_reforms.1
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_solidify_head_elder_position = {
		icon = GFX_decision_t51
		allowed = {
			tag = BOS
		}
		available = {
			has_completed_focus = bos_nf_head_elder_duty_duration
			has_completed_focus = bos_nf_election_on_demand
			has_completed_focus = bos_nf_political_bloc_management
			has_completed_focus = bos_nf_advanced_political_schema
			has_completed_focus = bos_nf_political_blocs
			has_completed_focus = bos_nf_paladins_given_some_sway
			has_completed_focus = bos_nf_freeing_up_the_council_table
			if = {
				limit = {
					has_government = elites
				}
				elites > 0.99
				#NOT = { has_country_flag = bos_elites_allowed }
				NOT = {
					has_country_flag = bos_ruler_allowed
				}
				NOT = {
					has_country_flag = bos_intellectuals_allowed
				}
				NOT = {
					has_country_flag = bos_people_allowed
				}
			}
			else_if = {
				limit = {
					has_government = ruler
				}
				ruler > 0.99
				NOT = {
					has_country_flag = bos_elites_allowed
				}
				#NOT = { has_country_flag = bos_ruler_allowed }
				NOT = {
					has_country_flag = bos_intellectuals_allowed
				}
				NOT = {
					has_country_flag = bos_people_allowed
				}
			}
			else_if = {
				limit = {
					has_government = intellectuals
				}
				intellectuals > 0.99
				NOT = {
					has_country_flag = bos_elites_allowed
				}
				NOT = {
					has_country_flag = bos_ruler_allowed
				}
				#NOT = { has_country_flag = bos_intellectuals_allowed }
				NOT = {
					has_country_flag = bos_people_allowed
				}
			}
			else_if = {
				limit = {
					has_government = people
				}
				people > 0.99
				NOT = {
					has_country_flag = bos_elites_allowed
				}
				NOT = {
					has_country_flag = bos_ruler_allowed
				}
				NOT = {
					has_country_flag = bos_intellectuals_allowed
				}
				#NOT = { has_country_flag = bos_people_allowed }
			}
		}
		cost = 400
		fixed_random_seed = no
		days_remove = 365
		fire_only_once = yes
		remove_effect = {
			if = {
				limit = {
					has_idea = bos_nf_paladins_given_some_sway
				}
				remove_ideas = bos_nf_paladins_given_some_sway
			}
			set_politics = {
				ruling_party = ROOT
				elections_allowed = no
			}
			if = {
				limit = {
					has_government = elites
				}
				set_temp_variable = {
					temp_BOS_drift_add = 1
				}
				bos_set_elites_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_ruler_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_intellectuals_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_people_drift = yes
			}
			else_if = {
				limit = {
					has_government = ruler
				}
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_elites_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 1
				}
				bos_set_ruler_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_intellectuals_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_people_drift = yes
			}
			else_if = {
				limit = {
					has_government = intellectuals
				}
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_elites_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_ruler_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 1
				}
				bos_set_intellectuals_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_people_drift = yes
			}
			else_if = {
				limit = {
					has_government = people
				}
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_elites_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_ruler_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 0
				}
				bos_set_intellectuals_drift = yes
				set_temp_variable = {
					temp_BOS_drift_add = 1
				}
				bos_set_people_drift = yes
			}
			add_country_leader_trait = bos_absolute_brotherhood_high_elder
		}
		ai_will_do = {
			factor = 0			#This level of political micro-management would just be a waste of PP for the AI.
		}
	}
	BOS_submit_to_a_foreign_chapter = {
		icon = GFX_decision_blueprint
		allowed = {
			tag = BOS
		}
		target_trigger = {
			FROM = {
				is_in_array = {
					array = global.bos_ledger_members
					value = THIS
				}
			}
		}
		target_array = neighbors
		available = {
			NOT = {
				has_country_leader_with_trait = bos_absolute_brotherhood_high_elder
			}
			has_war = no
			FROM = {
				has_war = no
			}
		}
		cost = 50
		fixed_random_seed = no
		fire_only_once = yes
		complete_effect = {
			FROM = {
				country_event = nf_brotherhood_foreign_elder.1
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 200
				FROM = {
					num_of_controlled_states > BOS.num_of_controlled_states
				}
			}
			modifier = {
				add = 2000
				FROM = {
					is_ai = no
				}
			}
		}
	}
}

bos_lost_hills_diplomacy = {
	increase_tension = {
		icon = GFX_decision_blueprint_2
		fire_only_once = no
		days_remove = 60
		cost = 30
		allowed = {
			OR = {
				original_tag = BOS
				original_tag = NCR
			}
		}
		available = {
			if = {
				limit = {
					original_tag = BOS
				}
				has_completed_focus = bos_nf_preparing_for_the_ceasefires_end
			}
		}
		ai_will_do = {
			base = 0			#These decisions are only for players in MP to fiddle with, the AI can just use the focuses.
			modifier = {
				add = bos_inverse_tension ##bos_inverse_tension is calculated weekly, and is equal to 100-bos_tension from the BoS perspective.
				AND = {
				original_tag = BOS
				has_completed_focus = bos_nf_preparing_contingency_plans
				}
			}
		}
		visible = {
			if = {
				limit = {
					original_tag = BOS
				}
				has_dynamic_modifier = {
					modifier = bos_tension_dynamic_modifier
				}
			}
		}
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			if = {
				limit = {
					original_tag = BOS
				}
				NCR = {
					save_event_target_as = other_tag
				}
			}
			else = {
				BOS = {
					save_event_target_as = other_tag
				}
			}
			add_stability = -0.02
			add_war_support = 0.04
			random_list = {
				20 = {
					custom_effect_tooltip = bos_new_line
					set_temp_variable = {
						BOS_tension_to_add = 20
					}
					bos_change_tension = yes
					event_target:other_tag = {
						set_temp_variable = {
							BOS_tension_to_add = 8
						}
						bos_change_tension = yes
					}
				}
				30 = {
					custom_effect_tooltip = bos_new_line
					set_temp_variable = {
						BOS_tension_to_add = 16
					}
					bos_change_tension = yes
					event_target:other_tag = {
						set_temp_variable = {
							BOS_tension_to_add = 6
						}
						bos_change_tension = yes
					}
				}
				50 = {
					custom_effect_tooltip = bos_new_line
					set_temp_variable = {
						BOS_tension_to_add = 12
					}
					bos_change_tension = yes
					event_target:other_tag = {
						set_temp_variable = {
							BOS_tension_to_add = 4
						}
						bos_change_tension = yes
					}
				}
			}
		}
	}
	reduce_tension = {
		icon = GFX_decision_blueprint_2
		fire_only_once = no
		days_remove = 60
		cost = 30
		allowed = {
			OR = {
				original_tag = BOS
				original_tag = NCR
			}
		}
		ai_will_do = {
			base = 0			#These decisions are only for players in MP to fiddle with, the AI can just use the focuses.
		}
		visible = {
			if = {
				limit = {
					original_tag = BOS
				}
				has_dynamic_modifier = {
					modifier = bos_tension_dynamic_modifier
				}
			}
			else_if = {
				limit = {
					original_tag = NCR
				}
				has_dynamic_modifier = {
					modifier = bos_ncr_tension_dynamic_modifier
				}
			}
		}
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			if = {
				limit = {
					original_tag = BOS
				}
				NCR = {
					save_event_target_as = other_tag
				}
			}
			else = {
				BOS = {
					save_event_target_as = other_tag
				}
			}
			add_stability = 0.02
			add_war_support = -0.04
			random_list = {
				20 = {
					custom_effect_tooltip = bos_new_line
					set_temp_variable = {
						BOS_tension_to_add = -16
					}
					bos_change_tension = yes
					event_target:other_tag = {
						set_temp_variable = {
							BOS_tension_to_add = -20
						}
						bos_change_tension = yes
					}
				}
				30 = {
					custom_effect_tooltip = bos_new_line
					set_temp_variable = {
						BOS_tension_to_add = -12
					}
					bos_change_tension = yes
					event_target:other_tag = {
						set_temp_variable = {
							BOS_tension_to_add = -16
						}
						bos_change_tension = yes
					}
				}
				50 = {
					custom_effect_tooltip = bos_new_line
					set_temp_variable = {
						BOS_tension_to_add = -8
					}
					bos_change_tension = yes
					event_target:other_tag = {
						set_temp_variable = {
							BOS_tension_to_add = -12
						}
						bos_change_tension = yes
					}
				}
			}
		}
	}
	ncr_attack_bos_moore = {
		icon = GFX_decision_t51_vb_armor
		fire_only_once = no
		days_remove = 100
		cost = 300
		allowed = {
			original_tag = NCR
		}
		ai_will_do = {
			base = bos_tension
			##Modifiers are used so that 0 tension is completely safe. Maximum result is 100*1.5*2 = 250 ai_will_do.
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio > 2.1
				}
				factor = 2
			}
			modifier = { ###The calculation is simple, just (NCR divs/ BoS divs) but generally the BoS should be winning on quality in this calc, and the NCR win on allies (usually) so between that and manpower, it washes out overall and doesn't need consideration.
				strength_ratio = {
					tag = BOS
					ratio > 1.2
				}
				factor = 1.5
			}
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio < 0.8
				}
				factor = 0.5
			}
			modifier = {
				has_war_with = CES
				factor = 0
			}
		}
		visible = {
			country_exists = BOS
			is_subject = no
		}
		available = {
			has_government = ruler
			has_war = no
			MOT = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MOJ = {
				all_core_land_owned_by_prev_sphere = yes
			}
			VEG = {
				all_core_land_owned_by_prev_sphere = yes
			}
			NOT = {
				country_exists = CES
			}
			custom_trigger_tooltip = {
				tooltip = 100_tension_tt
				check_variable = {
					bos_tension > 99
				}
			}
		}
		modifier = {
			political_power_factor = -0.5
			cant_justify_on_countries = 1
		}
		remove_effect = {
			custom_effect_tooltip = bos_remove_tension_mod_tt
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = bos_ncr_tension_dynamic_modifier
				}
			}
			BOS = {
				custom_effect_tooltip = bos_remove_tension_mod_tt
				hidden_effect = {
					remove_dynamic_modifier = {
						modifier = bos_ncr_tension_dynamic_modifier
					}
				}
			}
			BOS = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	ncr_attack_bos_hayes = {
		icon = GFX_decision_t51_vb_armor
		fire_only_once = no
		days_remove = 120
		cost = 500
		allowed = {
			original_tag = NCR
		}
		ai_will_do = {
			base = bos_tension
			##Modifiers are used so that 0 tension is completely safe. Maximum result is 100*1.5*2 = 250 ai_will_do.
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio > 2.1
				}
				factor = 2
			}
			modifier = { ###The calculation is simple, just (NCR divs/ BoS divs) but generally the BoS should be winning on quality in this calc, and the NCR win on allies (usually) so between that and manpower, it washes out overall and doesn't need consideration.
				strength_ratio = {
					tag = BOS
					ratio > 1.2
				}
				factor = 1.5
			}
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio < 0.8
				}
				factor = 0.5
			}
			modifier = {
				has_war_with = CES
				factor = 0
			}
		}
		visible = {
			country_exists = BOS
			is_subject = no
		}
		available = {
			has_government = intellectuals
			has_war = no
			MOT = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MOJ = {
				all_core_land_owned_by_prev_sphere = yes
			}
			VEG = {
				all_core_land_owned_by_prev_sphere = yes
			}
			BLP = {
				all_core_land_owned_by_prev_sphere = yes
			}
			CES = {
				all_core_land_owned_by_prev_sphere = yes
			}
			if = {
				limit = {
					GDH = {
						has_completed_focus = gdh_profit
					}
				}
				GDH = {
					all_core_land_owned_by_prev_sphere = yes
				}
			}
			if = {
				limit = {
					NAV = {
						NOT = {
							has_completed_focus = NAV_bust_the_armour_open
						}
					}
				}
				NAV = {
					all_core_land_owned_by_prev_sphere = yes
				}
			}
			custom_trigger_tooltip = {
				tooltip = 100_tension_tt
				check_variable = {
					bos_tension > 99
				}
			}
		}
		modifier = {
			political_power_factor = -0.5
			cant_justify_on_countries = 1
		}
		remove_effect = {
			custom_effect_tooltip = bos_remove_tension_mod_tt
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = bos_ncr_tension_dynamic_modifier
				}
			}
			BOS = {
				custom_effect_tooltip = bos_remove_tension_mod_tt
				hidden_effect = {
					remove_dynamic_modifier = {
						modifier = bos_ncr_tension_dynamic_modifier
					}
				}
			}
			BOS = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	ncr_attack_bos_modest = {
		icon = GFX_decision_t51_vb_armor
		fire_only_once = no
		days_remove = 120
		cost = 700
		allowed = {
			original_tag = NCR
		}
		ai_will_do = {
			base = bos_tension
			##Modifiers are used so that 0 tension is completely safe. Maximum result is 100*1.5*2 = 250 ai_will_do.
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio > 2.1
				}
				factor = 2
			}
			modifier = { ###The calculation is simple, just (NCR divs/ BoS divs) but generally the BoS should be winning on quality in this calc, and the NCR win on allies (usually) so between that and manpower, it washes out overall and doesn't need consideration.
				strength_ratio = {
					tag = BOS
					ratio > 1.2
				}
				factor = 1.5
			}
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio < 0.8
				}
				factor = 0.5
			}
			modifier = {
				has_war_with = CES
				factor = 0
			}
		}
		visible = {
			country_exists = BOS
			is_subject = no
		}
		available = {
			has_war = no
			OR = {
				AND = {
					NOT = {
						has_country_leader = {
							character = NCR_allgood_murphy
							ruling_only = yes
						}
					}
					num_of_military_factories > 150
				}
				AND = {
					has_country_leader = {
						character = NCR_allgood_murphy
						ruling_only = yes
					}
					BOS = {
						has_government = intellectuals
					}
				}
			}
			MOT = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MOJ = {
				all_core_land_owned_by_prev_sphere = yes
			}
			VEG = {
				all_core_land_owned_by_prev_sphere = yes
			}
			CES = {
				all_core_land_owned_by_prev_sphere = yes
			}
			SHI = {
				all_core_land_owned_by_prev_sphere = yes
			}
			NEW = {
				all_core_land_owned_by_prev_sphere = yes
			}
			MOS = {
				all_core_land_owned_by_prev_sphere = yes
			}
			BVC = {
				all_core_land_owned_by_prev_sphere = yes
			}
			custom_trigger_tooltip = {
				tooltip = 100_tension_tt
				check_variable = {
					bos_tension > 99
				}
			}
		}
		modifier = {
			political_power_factor = -0.5
			cant_justify_on_countries = 1
		}
		remove_effect = {
			custom_effect_tooltip = bos_remove_tension_mod_tt
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = bos_ncr_tension_dynamic_modifier
				}
			}
			BOS = {
				custom_effect_tooltip = bos_remove_tension_mod_tt
				hidden_effect = {
					remove_dynamic_modifier = {
						modifier = bos_ncr_tension_dynamic_modifier
					}
				}
			}
			BOS = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	ncr_attack_bos_hard = {
		icon = GFX_decision_t51_vb_armor
		fire_only_once = no
		days_remove = 120
		cost = 1000
		allowed = {
			original_tag = NCR
		}
		ai_will_do = {
			base = bos_tension
			##Modifiers are used so that 0 tension is completely safe. Maximum result is 100*1.5*2 = 250 ai_will_do.
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio > 2.1
				}
				factor = 2
			}
			modifier = { ###The calculation is simple, just (NCR divs/ BoS divs) but generally the BoS should be winning on quality in this calc, and the NCR win on allies (usually) so between that and manpower, it washes out overall and doesn't need consideration.
				strength_ratio = {
					tag = BOS
					ratio > 1.2
				}
				factor = 1.5
			}
			modifier = {
				strength_ratio = {
					tag = BOS
					ratio < 0.8
				}
				factor = 0.5
			}
			modifier = {
				has_war_with = CES
				factor = 0
			}
		}
		visible = {
			country_exists = BOS
			is_subject = no
		}
		available = {
			has_war = no
			num_of_military_factories > 300
			num_of_controlled_states > 300
			custom_trigger_tooltip = {
				tooltip = 100_tension_tt
				check_variable = {
					bos_tension > 99
				}
			}
		}
		modifier = {
			political_power_factor = -0.5
			cant_justify_on_countries = 1
		}
		remove_effect = {
			custom_effect_tooltip = bos_remove_tension_mod_tt
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = bos_ncr_tension_dynamic_modifier
				}
			}
			BOS = {
				custom_effect_tooltip = bos_remove_tension_mod_tt
				hidden_effect = {
					remove_dynamic_modifier = {
						modifier = bos_ncr_tension_dynamic_modifier
					}
				}
			}
			BOS = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	#Usually this wont be needed, since the idea will remove itself, but this is just for some really strange edge-cases and to ensure that no matter what a world conquest will be possible for the player.
	attack_lost_hills_generic = {
		icon = GFX_decision_t51_vb_armor
		fire_only_once = no
		days_remove = 120
		cost = 1200
		allowed = {
			NOT = {
				original_tag = NCR
			}
		}
		available = {
			NOT = {
				is_in_faction_with = NCR #is_ally_with doesn't work here for some reason.
			}
		}
		ai_will_do = {
			base = 0			#Ai wont do this one
		}
		visible = {
			country_exists = BOS
			is_neighbor_of = BOS
			is_subject = no
		}
		modifier = {
			political_power_factor = -0.5
			cant_justify_on_countries = 1
		}
		remove_effect = {
			BOS = {
				ROOT = {
					grant_wargoals_on_core_states_of_prev = yes
				}
			}
		}
	}
	bos_lost_hills_diplomacy_request_manpower = {
		icon = GFX_decision_t51_vb_armor
		allowed = {
			tag = BOS
		}
		target_array = global.bos_ledger_members
		target_trigger = {
			NOT = {
				FROM = {
					original_tag = BOS
				}
			}
			NOT = {
				has_war_with = BOS
			}
		}
		available = {
			NOT = {
				FROM = {
					has_war = yes
				}
			}
			if = {
				limit = {
					FROM = {
						original_tag = GRD
					}
				}
				has_completed_focus = bos_nf_grd_reach_out_to_the_guardians
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = MOJ
					}
				}
				has_completed_focus = bos_nf_moj_victory_at_sunburst
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = TBH
					}
				}
				FROM = {
					has_completed_focus = tbh_nf_to_hell_with_texas
				}
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = TCA
					}
				}
				has_completed_focus = bos_nf_wbh_the_cause_succesful
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = WBH
					}
				}
				has_completed_focus = bos_nf_wbh_the_immortals_coup_succesful
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = MXC
					}
				}
				has_completed_focus = bos_nf_maxson_victorious
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = MNC
					}
				}
				has_completed_focus = bos_nf_mch_conquest_of_yellowstone
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = BGF
					}
				}
				has_completed_focus = bos_nf_bgf_dominion_over_the_peninsula
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = BGF
					}
				}
				has_completed_focus = bos_nf_bgf_the_fountain_of_dreams
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = BMW
					}
				}
				BMW = {owns_state = 1616}
			}
			else_if = {
				limit = {
					FROM = {
						OR = {
						original_tag = BLN
						original_tag = OUT
						}
					}
				}
				has_completed_focus = bos_nf_bls_dominion_over_dc
			}
		}
		cost = 100
		fixed_random_seed = no
		fire_only_once = yes
		complete_effect = {
			effect_tooltip = {
				FROM = {
					add_manpower = -1000
				}
			}
			add_manpower = 1000
			if = {
				limit = {
					FROM = {
						has_country_flag = bos_supported_us
					}
				}
				add_political_power = 100
				add_stability = 0.02
			}
		}
		ai_will_do = {
			base = 200
		}
	}
	people_seek_cooperation_with_the_ncr = {
		icon = GFX_decision_papers
		fire_only_once = no
		cost = 300
		allowed = {
			original_tag = BOS
		}
		ai_will_do = {
			base = 25
		}
		visible = {
			country_exists = NCR
		}
		available = {
			has_war = no
			BOS_llwyd = {
				is_country_leader = yes
				has_trait = bos_absolute_brotherhood_high_elder
			}
			custom_trigger_tooltip = {
				tooltip = 0_tension_tt
				check_variable = {
					bos_tension = 0
				}
			}
			NCR = {
				exists = yes
				has_war = no
				is_subject = no
				has_government = people
				custom_trigger_tooltip = {
					tooltip = 0_tension_tt
					check_variable = {
						bos_tension = 0
					}
				}
			}
		}
		complete_effect = {
			custom_effect_tooltip = people_seek_cooperation_with_the_ncr_tt
			NCR = {
				country_event = nf_brotherhood_steel_rangers.1
			}
		}
	}
}

bos_lost_hills_steel_plague = {
	form_steel_plague = {
		icon = GFX_decision_blueprint_2
		fire_only_once = yes
		cost = 100
		allowed = {
			original_tag = BOS
		}
		available = {
			BOS_rhiannon = {
				is_country_leader = yes
				has_trait = bos_absolute_brotherhood_high_elder
			}
		}
		ai_will_do = {
			base = 1
		}
		visible = {
			NOT = {
				has_cosmetic_tag = BOS_steel_plague
			}
		}
		complete_effect = {
			set_cosmetic_tag = BOS_steel_plague
			set_technology = {
				implant_tech_access_tech = 1
			}
			custom_effect_tooltip = fallout_add_augment
			custom_effect_tooltip = fallout_augment_19
			add_to_array = {
				fallout_augment_available = 19
			}
			custom_effect_tooltip = fallout_add_augment
			custom_effect_tooltip = fallout_augment_20
			add_to_array = {
				fallout_augment_available = 20
			}
			custom_effect_tooltip = fallout_add_augment
			custom_effect_tooltip = fallout_augment_21
			add_to_array = {
				fallout_augment_available = 21
			}
			BOS_manawyddan = {
				custom_effect_tooltip = BOS_manawyddan_troika_name_tt
				set_character_name = BOS_manawyddan_troika_name
				add_field_marshal_role = {
					traits = {
						lucky_trait
						intelligent_trait
						charismatic_trait
						perceptive_trait
						agile_trait
						enduring_trait
						strong_trait
					}
					skill = 6
					attack_skill = 6
					defense_skill = 6
					planning_skill = 6
					logistics_skill = 6
				}
			}
			BOS_rhiannon = {
				custom_effect_tooltip = BOS_rhiannon_troika_name_tt
				set_character_name = BOS_rhiannon_troika_name
				add_field_marshal_role = {
					traits = {
						lucky_trait
						intelligent_trait
						charismatic_trait
						perceptive_trait
						agile_trait
						enduring_trait
						strong_trait
					}
					skill = 6
					attack_skill = 6
					defense_skill = 6
					planning_skill = 6
					logistics_skill = 6
				}
			}
			BOS_pryderi = {
				custom_effect_tooltip = BOS_pryderi_troika_name_tt
				set_character_name = BOS_pryderi_troika_name
				add_field_marshal_role = {
					traits = {
						lucky_trait
						intelligent_trait
						charismatic_trait
						perceptive_trait
						agile_trait
						enduring_trait
						strong_trait
					}
					skill = 6
					attack_skill = 6
					defense_skill = 6
					planning_skill = 6
					logistics_skill = 6
				}
			}
		}
	}
}
